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Messages - 14m1337

#1
Outdated / Re: [A16] Neb's Fapparel
January 20, 2017, 08:02:45 PM
Personal Fhield is not cheap, but it seems kinda worth it.
My first thought about your mod was "curious idea", but it became very handy!
#2
Outdated / Re: [A16] Neb's Fapparel
January 16, 2017, 02:53:23 PM
next one would be "Personal Fhield" and "Armor Fest"
#3
General Discussion / Re: What's on TV in Rimworld?
January 12, 2017, 02:54:27 PM
I'm pretty sure there's at least one channel broadcasting porn all day long. I mean ... porn is everywhere, and it's a huge motor for technological advance (yeah, really ... VHS and DVD would surely not have been evolved thus fast if there would have been no porn)
#4
Outdated / Re: [A16][Animal] ZWAnimals Lion (1.0)
January 10, 2017, 01:05:46 PM
my first thoughts on this mod

guess I'm gonna love it
#5
Off-Topic / Re: magnetically driven engines
January 10, 2017, 12:51:12 PM
Quote from: mumblemumble on January 10, 2017, 12:30:36 PM
And if you have acceleration, you OBVIOUSLY have movement.
What happens if you have negative acceleration? Do you then also have negative movement?

Quote from: mumblemumble on January 10, 2017, 12:30:36 PM
NEW movement, and acceleration are synonymous
correct. but "new movement" is not the same as "existing movement"
to create new movement, you have to do work. after having done the work, the movement exists - which is now energy.



@mumble, just for verification ... what will happen if you prise a brick magnet apart? right in the middle, like shown by the blue arrow in the attached picture.

[attachment deleted by admin due to age]
#6
Off-Topic / Re: magnetically driven engines
January 09, 2017, 06:08:11 PM
@mumble great, you just did a step in my direction. so I will try to continue.
Yes, my technical English is somewhat limited. I'm only used to "everyday English".

Quote from: mumblemumble on January 09, 2017, 04:49:56 PM
My point is, magnets if lifting 1lb requires .7 watts,  that magnet is generating at least .7 watts to LIFT that object.

That lift does not come from anything else BUT the magnetic force.

Wrong. The magnet does not generate the Energy. YOU put the energy into the magnet by lifting it up to it's actual position. Just like lifting a stone, and then releasing the energy by letting it fall down. In the case of the magnet, the energy is released by pulling some other magnetic material towards the magnet.



Quote from: mumblemumble on January 09, 2017, 04:49:56 PM
Ok so, hypothetical : brick magnet. One end is stuck on a steel plate. The other is just in the open air. What is the other end interacting with???? How does whatever its interacting with change anything?

The other end interacts with the steel plate, too. Only both poles together can force the molecules (yes, a magnet does not simply contain one north pole and one south pole. it consists of millions of small tiny magnets. basic knowledge about magnets, teached in lowest grade physics classes in school.) of the steel plate to take the direction of the magnetic field, and thus gain magnetic characteristics. see attached picture "magnetic steel.gif". in the lower half you can see how a simple plate of steel looks like normally. in the upper half you can see what happens, if you hold one pole of a brick magnet onto it.


Quote from: mumblemumble on January 09, 2017, 04:49:56 PM
It comes down to this, the image I posted (crudely drawn, but whatever)

See, this is exactly what I speak of. The magnets never connect, as the magnets are fastened to the wheel, and the magnet beside the wheel is constantly repelling the magnets infront of it. and as it repels them, the force turns the wheel, thus bringing the next magnet into place, so on, so forth.

So far, I've seen no reason in the laws of magnetism why this would not function, it would imply magnetism CEASES TO EXIST in this setup, and this is just silly.  It also never runs into the "empty battery" problem, as they are constantly pulling, but never being allowed to come to a rest at one another.

your drawn image may be crude, but it exactly hits the spot and helps to explain why it's impossible to work. in order to understand that, you must not only look at the magnet itself, but at the magnetic force fields (remember my advice to get some more knowledge about magnetic force fields ?). take a look at "Magnetfeldlinien.jpg". you can find many similar images describing the force fields. now I tried to sketch the force fields of the magnets in your drawing into it: "mag.forcefields.jpg". here you will see, that the magnets on the wheel will build up more or less a wavelike form, with hills and valleys. and the pushing magnet will get stuck in one of the valleys, preventing any movement.

[attachment deleted by admin due to age]
#7
Mods / Re: [Mod Request] The Floors.
January 09, 2017, 04:37:47 PM
this is the Z-level. mentioned very often already. please search for "Z-level" to get more information/discussions on this topic.
#8
Off-Topic / Re: magnetically driven engines
January 09, 2017, 04:33:12 PM
Quote from: mumblemumble on January 08, 2017, 10:51:29 PM
Situation B's explanation is silly. Are you saying the magnet in B would not push effectively, because it would pull equally on whatever its pointing? Is this what you are insinuating? Also, why it it pointed directly into the circle, and not at an angle?
Basically, B is the same as A, but the force vectors are much more complicated to understand and imagine. THIS is what I meant with "more complex".

Quote from: mumblemumble on January 08, 2017, 10:51:29 PM
I'm not going any further until you clarify.
This is an unconstructive statement. Rethink this, if you really want to continue discussion.

Quote from: mumblemumble on January 08, 2017, 10:51:29 PM
QuoteSeems you don't know very much about magnetic force fields. Please inform yourself about this topic. A magnet always needs two poles (which besides makes real magnetic monopoles impossible - electrical monopoles (protons & electrons) are another topic) to be a magnet.
I never said it wouldn't have another pole. I'm saying you just wouldn't need the other pole INTERACTING with anything. Take a brick magnet for instance
as soon as the pole is there, it WILL interact. the pole is not interested in your thoughts, and does what it wants. you MUST take both poles into account.

Quote from: Listen1 on January 09, 2017, 06:58:05 AM
as an engineer
Quote from: Thyme on January 09, 2017, 08:51:50 AM
As a physics student
I hope you two are more successful in bringing light into a dark and empty cave. My explanation skills seem to be too limited. And to be honest: my time is far better invested into playing Rimworld.


@mublewhatever: one last thought. magnets are not a source of unlimited energy: think of magnets as batteries. if you have two magnets that pull each other, this would be the equivalent of using the electrical energy stored in the batteries. as soon as the magnets touch each other, they can't move relatively to the other one any more. This resembles the empty battery. To make the magnets being able to attract each other again, you have to invest energy and divide them again. This would be "charging the battery".

now I'm out
you are right, and I have my peace
#9
Hi Tynan, nice to see you here :)

I don't know exactly how fertilized eggs are classified at the moment, but what about simply classifying them as animals as soon as they're fertilized? This way they would already belong to a faction, and if sold they would change the faction similar to already-living animals. AND you would not have to invent a new system.

Of course you could expand this idea, with a chicken-a.i. that's a little bit advanced: they would prefer a dry and warm place for laying their eggs.

and, to be honest, this feature doesn't have to be added at once, maybe more in next alpha, or in the one after that. also I think, the "bug" (if you want to call it one) will be encountered only very rarely - just because nobody who wants to build up a chicken farm will sell the eggs.
#10
Off-Topic / Re: magnetically driven engines
January 08, 2017, 04:57:18 PM
I've attached a picture with three example situations, which I will refer to, and hopefully will clear things up.

Situation A is quite simple: If there were no frictional forces, then maybe this thing would move forever, but as there will be frictional forces wherever something is moving, these forces would lower and lower the turning speed of the wheel until it stands still. Considering that you want to draw energy out of this system, the lowering of the turning speed will proceed very fast.
Situation B is much more complex to explain, as I don't know how deep you are into physics. Basically (and simplified) you must know that a magnet is not simply a magnet, but consists of many many micro-magnets. With this knowledge it's understandable, why the pushing and pulling forces are equal (like in A).
Even situation C is pretty much the same, as the magnet mounted to the wheel will have to be taken into account.

The only viable situation would be if all the magnets used could change their polarity at will (ok, monopoles would not be necessary here, but very helpful). Please get yourself informed on electrical motors, very deeply, if you want to discuss this further. The problem here is: changing the polarities would consume more energy, than one could extract from the system.

In the end, everything points to equilization: there can not be a force without an anti-force.


Quote from: mumblemumble on January 08, 2017, 02:36:36 PM
But I can say little, until I get a reason why they are needed, I'm unable to say much else
How would you construct a motor based on magnetical powers? If you manage to do so, the Nobel-prize will definitely be yours!


Quote from: mumblemumble on January 08, 2017, 11:44:14 AM
Whats wrong with having 1 pole of a magnet do the work, while the other end of the polarity fucks off in another direction?
Seems you don't know very much about magnetic force fields. Please inform yourself about this topic. A magnet always needs two poles (which besides makes real magnetic monopoles impossible - electrical monopoles (protons & electrons) are another topic) to be a magnet.

[attachment deleted by admin due to age]
#11
Mods / Re: [A16] techtree, many mods, other stuff..
January 08, 2017, 10:17:52 AM
are you planning to release that sorted tech tree as mod ?
does it sort itself, depending on the active mods ?
#12
Off-Topic / Re: magnetically driven engines
January 08, 2017, 10:14:37 AM
magnetically driven engines are impossible, because magnetic mono-poles  a) don't exist, and b) would not change polarity on demand (which would be necessary).

#13
Ideas / Re: Replace existing walls with different one
January 08, 2017, 09:19:54 AM
for walls, simply use "JTReplaceWalls" mod ...
#14
Releases / Re: [A16] Misc. Robots++
January 08, 2017, 09:10:59 AM
I'm experiencing the same XML error as AzharNoordin before, but as I don't use the mod that he linked, I don't think it's a mod conflict.
XML error: <defaultCooldownTicks>80</defaultCooldownTicks> doesn't correspond to any field in type VerbProperties.
Verse.Log:Error(String)
Verse.XmlToObject:ObjectFromXml(XmlNode, Boolean)
Verse.XmlToObject:ListFromXml(XmlNode)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.XmlToObject:ObjectFromXml(XmlNode, Boolean)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.XmlToObject:ObjectFromXml(XmlNode, Boolean)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.<AllDefsFromAsset>c__Iterator1ED:MoveNext()
Verse.ModContentPack:LoadDefs()
Verse.ModContentPack:ReloadAllContent()
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
RimWorld.<PostClose>c__AnonStorey3A4:<>m__530()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__733()
#15
it seems to run fine. took some time to get one sold by an exotic trader, but this lil' cleaning bot now does his work in my actual colony.